Re: shield generator

Pretty sure that has been implemented, and Fate of the Galaxy would use it. Wing Commander Saga would also have used it, I think. I seem to remember having to fight shielded cap ships in an official Wing Commander game and having to take out the generator to be able to take down their shields so I could destroy them. That might have been in Wing Commander Prophecy, actually, so I don't know how much that would apply to WCS...

Re: shield generator

Good point, Droid83. I forgot about that. All you have to have is a named subsystem of "Shield Generator" or whatever it's supposed to be called and a subsystem destroyed sexp that forces shields down when that subsystem is destroyed.

Re: shield generator

As far as a hardcoded shield generator type goes, there is currently no code for that in FSO; there's also no flag you can set on a subsystem to indicate that the shields should drop if it's destroyed. If you want that functionality, you'll either need to SEXP it into every mission or write a Lua script to do it automatically.

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. <MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".(the very next day)<MageKing17> this ****ing code did it to me again<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."<MageKing17> **** ME<MageKing17> THE REASON IS PEOPLE ARE STUPID<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"(...)<MageKing17> so<MageKing17> more than two hours<MageKing17> but once again we have reached the inevitable conclusion<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

Re: shield generator

Or if you have a modelled shield mesh you can have it not cover the generator, which is another way of doing it. However that kind of needs the subsystem to be sticking out somehow and requires creating/editing the shield mesh in the pof.

Also, beams by default pierce shields too unless a flag is set for them not to.

Re: shield generator

Yep, you can have fighters fly under a modeled shield meshes and damage the hull.

You sure about that? I'm under the rather distinct impression that that's not the case. Although if it's not, it looks like it could probably easily be implemented by allowing +Allow Bypass to work with normal shield meshes too.

Re: shield generator

Yep, you can have fighters fly under a modeled shield meshes and damage the hull.

You sure about that? I'm under the rather distinct impression that that's not the case. Although if it's not, it looks like it could probably easily be implemented by allowing +Allow Bypass to work with normal shield meshes too.

Yes. I'm sure.One of the missions in Dimensional Eclipse takes place entirely under a shield mesh of a ship (which is a huge bubble) and you can kill the ship without ever dropping its shields.The shield stops projectiles from outside but once you're inside you can hit the hull just fine.

Re: shield generator

And what of Star Destroyers from Star Wars? What happens if a Star Destroyer have all of its shield generators destroyed? The shield goes down. I've seen the effect in X-Wing Alliance and other X-wing computer games. I would like to see that effect, besides the SEXPing via FREDding and Lua scripting.

Re: shield generator

Because for years it has been hardcoded because the shields in game are automatically recharging. If a multi-"shield generator" subsystem(s) are implemented, when they destroyed, the shields and its regeneration rate are set to zero.

Re: shield generator

Because for years it has been hardcoded because the shields in game are automatically recharging. If a multi-"shield generator" subsystem(s) are implemented, when they destroyed, the shields and its regeneration rate are set to zero.

Since this effect can be implemented using trivial scripts or sexps, I see no reason to integrate a feature like that in the engine (in other words: if you want it, you need to do the work yourself)

Re: shield generator

Because for years it has been hardcoded because the shields in game are automatically recharging. If a multi-"shield generator" subsystem(s) are implemented, when they destroyed, the shields and its regeneration rate are set to zero.

Since this effect can be implemented using trivial scripts or sexps, I see no reason to integrate a feature like that in the engine (in other words: if you want it, you need to do the work yourself)